- [EXELIO] Free Demo Now Available - 17 August 2026
Free Demo Now Available The free demo for EXELIO is now available. Play the opening for free. The demo we mentioned in Update 5 is finally here. If you've been curious but still on the fence, this is your chance to try it first. EXELIO is a sci-fi survival crafting game currently in Early Access. We've kept updating it steadily since the EA launch, and now we've prepared a demo so you can experience the opening for free before you buy. What You Can Play Play through the opening of EXELIO, up to reaching the Anchor Record. Explore, gather materials, craft your gear, fight, and survive — you'll get a full taste of the core gameplay loop that defines EXELIO. Field exploration and environmental mechanics Material gathering and crafting Combat The opening of the story Beyond the Demo If it clicks with you, continue in the full game. The full game is available in Early Access. Since the EA la…
- Update 5 - 29 May 2026
Update 5 — Easier Crafting and Equipment, Plus Night Raid and Display Improvements About three months into Early Access, EXELIO is releasing its fifth update. Update 5 tackles your feedback all at once: "I can't tell how many materials I need," "switching characters just to change my partner's gear is a hassle," "night raids feel slow," and "dark scenes are hard to see." From new features to display overhauls, these are the kind of changes that look minor on their own but add up to a noticeably better experience. 1. Added a "Required Materials" list to crafting screens All 8 crafting screens now show each material's name, the amount required, and how many you currently hold, right in the detail card. We received several reports of "I can't tell which materials I need or how many" and "I thought I'd gathered enough but came up short." From Update 5, selecting a recipe expands a list of r…
- Update 4 -Re:Start- - 22 April 2026
We have heard your feedback and made major improvements to gameplay. Implementation and testing took time, but it is finally ready. We have stabilized parkour controls, overhauled weapon combinations and added a new Combo Guide GUI, and significantly loosened facility and trap placement restrictions — opening the door to more free-form tactical design. §1 Parkour Controls Overhaul Unintended parkour triggers were the single most-reported issue in Early Access reviews. Wall climbs, Side Wall Run, hurdle jumps — activating at the wrong moment and becoming a source of frustration. We have rebuilt the detection logic. Hurdle jumps now only trigger when the wall is under 2 meters Side Wall Run now performs a forward Trace before activating, and will not trigger if a wall is detected This is the first phase. We will keep tuning based on how it feels in actual play. §2 Weapon Combination Revie…
- [EXELIO] Update 4 — Development Progress Report (Part 2) - 14 April 2026
Development has moved forward since our last progress report. Here is where things stand as we head toward the Update 4 release. Parkour Controls — Testing Complete The input tightening work — a height threshold for hurdle jumps and a front-wall check before Side Wall Run activates — has been implemented and tested. These changes will ship with Update 4. We will continue to tune based on your feedback after release. Weapon Combinations — Review Done, Combo Guide GUI Complete The combination review and the Combo Guide UI are both done. Select a weapon in your inventory, press a button, and a dedicated screen opens showing that weapon's full branching combo tree — normal chain, delay branch, directional branch. Button prompts update automatically to match your language and input device. The depth of each weapon, which was not always easy to discover in play, is now something you can check…
- [EXELIO] Update 4 — Development Progress Report - 7 April 2026
It has been a little while since Hotfix 2, and we have been heads-down on Update 4 ever since. Here is a look at where things stand on the items we outlined in our roadmap. Parkour Controls — First Round of Fixes Implemented We have shipped the first phase of our parkour input improvements. Two changes are in: hurdle jumps now only trigger on shorter obstacles — taller walls will always default to a wall climb — and Side Wall Run now checks for a wall directly ahead before activating. Testing shows a meaningful reduction in unintended triggers. We will ship this as-is and continue tuning based on your feedback. Weapon Combinations — Review Complete, Combo Guide GUI in Progress We have gone through every weapon combination, corrected broken entries, and fixed animation and hit-timing issues. We are now building the Combo Guide UI. Select a weapon in your inventory, press a button, and a…
- EXELIO - Hotfix 2 - 5 April 2026
Thank you for playing EXELIO. We continue to work on fixes and improvements. Improvements Graphics quality settings are now applied all at once when you close the options window, rather than in real time as you adjust each setting. The previous behavior could occasionally cause a freeze. Added the ability to select the output display when playing in fullscreen mode. Relaxed placement restrictions for the Anvil, allowing it to be placed in more locations. Added a new Anvil near the area past Inochi Cliff, making it accessible early in the game. Note: This new Anvil will only appear in New Game save data. Improved the item use button display in the inventory. Items now correctly show whether they can be used based on their type and the current screen context. Improved quick-move from inventory to facilities. Fuel, material, and cultivation items are now automatically sorted into the appro…
- [EXELIO] Hotfix 1 Now Live & Update 4 Roadmap - 30 March 2026
Hotfix 1 is now live. Thank you to everyone who has continued sharing feedback — it genuinely shapes where we focus our efforts. Alongside this patch, we want to share what we are working on in Update 4 and beyond. Parkour Input Overhaul We are redesigning the input logic for wall climbing, Side Wall Run, and hurdle jumps. Right now, all of these actions share the same direction stick + jump button combination, which causes them to compete with each other and fire when you did not intend them to. This has been one of the most frequently mentioned issues in Steam reviews, and it is our top priority for Update 4. The current design evaluates multiple parkour actions simultaneously from the same inputs, making unintended triggers difficult to avoid. We are reworking the detection logic to address situations like "I tried to climb up but vaulted over instead" or "Side Wall Run activated mid…
- EXELIO - Hotfix 1 - 29 March 2026
Thank you for playing EXELIO. We are releasing Hotfix 1, which includes bug fixes and several improvements. New Features and Improvements Added the ability to move the camera left and right using the right stick. Shortened the time until death from falling. Added a feature description for the Teleportation Device RCS-01. Improved the key-wait for dialogs such as feature descriptions. Text will now be displayed for a certain amount of time before it can be skipped, preventing accidental skips. Improved collision detection for the companion AI (Aria) to reduce instances of getting stuck in terrain. Bug Fixes Fixed a bug where an error occurred during the game over sequence when the bed was destroyed. Fixed incorrect data settings for the Dominant Edge. Fixed a bug where Exelg would warp through walls. Other minor bug fixes.
- Early Access Update 3 - 25 March 2026
Hey everyone, Early Access Update 3 is now live. This update adds return teleportation for the RCS-01, improves dodge mechanics, introduces Feature Guide dialogs for previously unexplained moves, and includes several quality-of-life improvements and bug fixes. --- RETURN TELEPORTATION (RCS-01) --- The Teleportation Device RCS-01 now supports round trips. - Use the device in the field to teleport to the Anchor Record. Your departure point is saved. - Use the device again to return to where you teleported from. - A confirmation dialog is displayed before every teleport to prevent accidental activation. --- PHASE REWIND --- When you die and respawn at your camp, the RCS-01 automatically saves the last safe coordinates before your death. Use the device to teleport back to that safe location and resume the fight. --- COMBAT IMPROVEMENTS --- Dodge: - Enemy stagger duration after Perfect Dodge…
- Early Access Update 3 - Return Teleportation, Combat Improvements, etc - 25 March 2026
Early Access Update 3 is now live. This update adds return teleportation for the RCS-01, improves dodge mechanics, introduces Feature Guide dialogs for previously unexplained moves, and includes several quality-of-life improvements and bug fixes. --- RETURN TELEPORTATION (RCS-01) ---The Teleportation Device RCS-01 now supports round trips.- Use the device in the field to teleport to the Anchor Record. Your departure point is saved.- Use the device again to return to where you teleported from.- A confirmation dialog is displayed before every teleport to prevent accidental activation. --- PHASE REWIND ---When you die and respawn at your camp, the RCS-01 automatically saves the last safe coordinates before your death. Use the device to teleport back to that safe location and resume the fight. --- COMBAT IMPROVEMENTS ---Dodge:- Enemy stagger duration after Perfect Dodge extended (1s → 2s)-…
- Early Access Update 3 arrives March 25 — return teleportation and combat improve - 23 March 2026
Hey everyone,Update 2 added Story Mode and rebalanced night raids. Update 3 focuses on traversal and combat improvements (round 1).Early Access Update 3 is scheduled to launch March 25, 2026 (JST).The headline feature is return teleportation for the Teleportation Device RCS-01. After teleporting to an Anchor Record, you can now use the device again to return to where you teleported from. Round trips are now possible.On the combat side, we've reworked how dodging works. Perfect Dodge now has a longer stagger window and a more forgiving timing window. The existing counter attack has been renamed to Dodge Counter, and now guarantees a stagger on humanoid enemies.Recovery time after being knocked down has also been reduced.We're also adding dialogs explaining various moves that weren't covered before, such as Phase Shift Strike.Other improvements include time now pausing while the Options m…
- Early Access Update 2 — Story Mode, Night Raid Rebalance, and Bug Fixes - 18 March 2026
Hey everyone, Early Access Update 2 is now live. This update adds Story Mode, rebalances night raids across both difficulty modes, and fixes several bugs reported by the community. --- STORY MODE --- A new difficulty option for players who want to focus on exploration and narrative. You can choose between Survival (the original difficulty) and Story at the start of a new game, or switch at any time from the in-game Options menu. Existing save files will prompt you to choose when loaded. Story Mode includes the following changes: - Reduced damage taken from enemies (approximately 17%) - Enemy levels scaled down - No more instant-kill critical hits from enemies - Gatekeeper and Ragnas no longer dodge your attacks - Reduced stagger lock when hit by Exelg Story Mode also introduces in-game guidance windows at key moments to help players understand what to do next: - Warnings before sleeping…
- Early Access Update 2 — Story Mode, Night Raid Rebalance, and Bug Fixes - 18 March 2026
Hey everyone,Early Access Update 2 is now live. This update adds Story Mode, rebalances night raids across both difficulty modes, and fixes several bugs reported by the community.--- STORY MODE ---A new difficulty option for players who want to focus on exploration and narrative.You can choose between Survival (the original difficulty) and Story at the start of a new game, or switch at any time from the in-game Options menu. Existing save files will prompt you to choose when loaded.Story Mode includes the following changes:- Reduced damage taken from enemies (approximately 17%)- Enemy levels scaled down- No more instant-kill critical hits from enemies- Gatekeeper and Ragnas no longer dodge your attacks- Reduced stagger lock when hit by ExelgStory Mode also introduces in-game guidance windows at key moments to help players understand what to do next:- Warnings before sleeping at the wron…
- Early Access Update 2 arrives March 18 — Story Mode is here - 16 March 2026
Hey everyone,In our last update, we mentioned that difficulty settings were coming soon. Update 2 delivers on that promise.Early Access Update 2 launches March 18, 2026 (JST).The biggest addition is Story Mode — a new difficulty option designed for players who want to focus on exploration and the story without the punishing combat of Survival mode. What Story Mode changes:- Significantly reduced damage from enemies- Enemy levels scaled down- No more instant-kill critical hits from enemies- Certain enemies will no longer dodge your attacks- Fewer enemy respawns during night raids- Reduced stagger lock when hit by Exelg You can choose between Survival (the original difficulty) and Story at the start of a new game, or switch at any time from the Options menu. Existing save files will prompt you to choose when loaded.We're also adding in-game guidance windows — Story Mode players will now s…
- Early Access Update 1 — Patch Notes - 11 March 2026
Early Access Update 1 is now live. This update is built entirely on player feedback from our first week. 🎮 CAMERA — Scout Mode \Hold R1 to activate Scout Mode. The camera zooms out and dangerous terrain below your character is highlighted in red using a post-process visualization. Use this before jumping across cliffs to plan your route safely.Scout Mode is disabled during story events. 🔘 CONTROLS — Full Button Remapping \Seven core actions can now be freely remapped across ten buttons:Actions: Jump (Press)Gather/Attack (Press)Dash (Hold) / Dodge (Tap Release)Crouch (Hold Toggle) / Facility Menu (Press)Scan (Press)Camera Zoom Out (Press)Map (Toggle / Hold)Available buttons: Y, X, B, A, R2, R1, L1, L-Stick, R-Stick, L2 Swap-based system: selecting an occupied button swaps the two functions. Selecting an unoccupied button assigns directly. No duplicate assignments possible. Reset to def…
- Early Access Update 1 Preview: Controls & Balance Improvements — March 11 - 9 March 2026
It's only been a few days since launch, but we've read all your reviews and feedback. We're releasing our first update on March 11, focusing on the issues you've pointed out.Key changes:Camera: Added scout mode to preview danger zones aheadControls: Full button remapping across 7 actions and 10 buttons, including shoulder and stick buttonsControls: Facility menus now correctly follow confirm button settingsUX: Fixed options screen discarding changes without warning on cancelBalance: Adjusted early enemy behavior for a fairer first huntTutorial: Added fall recovery guide and QTE promptsDifficulty settings will be addressed in the next update. Full patch notes will be posted on release day.
- [Exelio DevLog #4] A message from the Director: The reality of Early Access and - 7 March 2026
Developer here (Director). I'm making EXELIO with a tiny team, and Early Access is honestly intense—every day I'm fixing, tuning, and rebuilding parts of the game based on what players hit in the wild. If you like survival exploration with crafting and movement/parkour, I think there's real substance here already. But I'm not pretending it's perfect: camera feel, controls/remapping, and early-game clarity are the areas I'm pushing hard right now. If you picked it up, your honest review—praise or criticism—helps more than you think. Reviews are one of the few ways small Early Access games don't get buried. I read everything, and it directly affects what I ship next. Video message from the Director (originally posted on Reddit):
- Early Access Is Now Live - 4 March 2026
Exelio is now available in Early Access. After over three years of development, we're excited to finally put the game in your hands. Built around three core pillars — Crafting, Action, and Story — the current build offers 6–10 hours of gameplay. We'd love to hear your honest feedback. Your input will directly shape the game as we continue development toward full release.
- [Exelio DevLog #3] Night Falls — Fighting Together, Yet Never at the Same Time - 27 February 2026
Hello! This is the Exelio development team.Last time, we talked about surviving your first day — the UI and survival mechanics of finding water, gathering food, and building a base.Today, we're going beyond that. What happens after the sun goes down.The enemies grow stronger and stronger. ## When Night Falls, the Game Changes Exelio plays completely differently between day and night.During the day, it's all about exploration and crafting. Gather materials, build weapons, set up your base. The "game feel" we talked about in DevLog #1 and the crafting UI from DevLog #2 — that's what the daytime is for.But when night comes, the enemies come with it.The same peaceful planet that welcomed you during the day becomes a battlefield at night. This contrast is at the heart of Exelio's survival.*When night falls, enemies swarm in.*## Serena's Combat — Weapons and Key CombinationsDuring nighttime c…
- [Exelio DevLog #2] Survive Your First Day — Our Fight with the UI - 20 February 2026
Hello! This is the Exelio development team.Last time, we talked about "game feel." This time, it's about what you do after all that running around — and how we built the UI to support it.Find Water First. Thirst Won't WaitThe very first thing you need to do when you spawn in Exelio is find water.Running makes you thirsty. Fighting makes you hungry. In this game, hunger and thirst come at you relentlessly from the start.Find a lake, and you can breathe a little easier. You'll also want to secure food early on. Don't overlook things like potatoes and animals that are available in the early game.These are familiar survival game elements, but getting the "always something to worry about" balance right was actually one of our biggest struggles during development.*Your first potatoes and water can be found near the starting area.*Hunger and Thirst — The Line Between "Tension" and "Tedium"Let'…